Patch 1.3 - Final touches

Grim Nights

Your village must survive for 13 days! Gather resources, expand, explore the underground for riches, and train soldiers to defend against hordes of the undead.

First of all: This patch will ruin your saved games. This is the last time this will happen since this patch completley changes the broken saving system. If you wish to continue playing the previous version of the game (1.2.2) will be accesible through right clicking on the game in your library -> properties -> betas. Second: This patch has been long overdue and I am very sorry about this. Third: If I have missed something I will be very ready to create a hot fix ASAP. I will update the chinese version quickly after seeing that this patch works, and after that I will fix the DLC as well. That might take a week or so! [u][b]So what does this patch do?[/b][/u] This patch hopefully improves the gaming experience by three thing:[u][b] bug fixes, quality of life and some new content.[/b][/u] [u][b]The fixes:[/b][/u] - The saving/loading functions are brand new, meaning they will be stable (should I need to patch this game further), and they will also be accesible to you. More on this further down. - Most bugs in the game (finding Idle-worker stopped working, instant crashes, particles changing sprites and behavior, etc) were related to the previous saving/loading system, so they have been fixed. Should there be some minor nuisance; quick saving and then quick loading should do the trick. - The music quality is way better now. - You will not have to change settings like volume and screen resolution every time your open the game. - Several other minor fixes and improvements. [u][b]QoL:[/b][/u] - You no longer need to be aiming very precise to select single units - they will be clearly highlighted which also helps selecting when giving them potions. - Clicking on unit-related news will auto select relevant unit, for example when a new worker arrives. - When loading and saving a game, what map the save/load is on will be shown, so you can easier keep track of your saves. [u][b]The new content:[/b][/u] - Units have a new trait: attack speed, which some characters will have increased. - A fourth kind of potions which increased attack speed. - A new enemy: gargoyle which acts as an early mini-boss, guarding the tomb and drops potions when killed. - A new building: catapult. An end game bonus, it is accessible on the 14th days, after defeating the last boss. It's very slow to load but has extreme range and causes massive damage. (I found it really, really fun my self.) Thanks to everyone for your patience, support and feedback and as always: sorry for all the inconvenience! If all goes well this was the last patch, at least for now, but who knows? Maybe in the future I might want to add something, but please think of this game as a finished product. If all does not go well, once again: I will post a hot fix and your saves will be fine this time! Best wishes and lots of love//Mattias [u][b]Changing your saves (For those who are interested):[/b][/u] Your saves can be found here: C:\Users\USER\AppData\Local\GrimNights [i]A word of warning: just tampering with them at random might ruin your saved game, so be careful! I only recommend playing around with these files once you have played the game "normally", and wish to try something special, different or very challenging or very easy.[/i] The files are .ini files and can be edited very easily. For example there is one called "Units", where you could change a units name or give them 100 000 hp if that is what you wish. A few examples: hpBonus-1="1.000000" = (100% of normal hp, no bonus). attackSpeedBonus-1="1.500000" (150% of normal attack speed, 50% bonus). ironBonus-1="2.000000" (2+ when mining iron) (PS: The number of zeroes is not relevant). There will be a file called "Main" which there are a few options you might want to change. If you play the game on normal difficulty, they will look like this: dayMod="1.000000" extraHouses="0.000000" undeadsPerNight="20.000000" [b]dayMod[/b] is how fast the days goes by. 1 = 100% or normal time, on the most difficult setting this one will read 0.5, (50% or normal time) meaning it passes twice as fast. [b]extraHouses[/b] is just what it says, how many extra houses you can build, extra meaning beyond the limit set by your village level. So 'extraHouses="4.000000" ' would allow you to have a total of 13 houses at village level 3. [b]undeadsPerNight[/b] means how many dead will be spawned at night. It might be easiest to just change this number compared to the standard setting of 20. "Okay, I want to try twice as many undead, I will set it to 40 then". For those whom are interested, it works this way: The number is multiplied with the current day to a maximum of 6 for the tomb and 7 for the castle. That gets a bit tricky, so to illustrate: Let's say 'undeadsPerNight="20.000000"', like on normal difficulty: On day 5 there will be (5 * 20) undead from the castle and the same amount for the tomb. On day 10 there will be (7 * 20) undead from the castle and (6 * 20) from the tomb, since they cap out at 7 and 6.